Final Major Project Proposal


My ultimate goal is work as a concept artist, primarily for video games but movies and animation are also possibilities, with this in mind I want my final major project to be geared toward building a portfolio that will give me the best possible chance to get work in these industries. Practice in painting quickly using digital media, primarily Photoshop will be a very important first step, particularly over summer, ready for the project. Video games can cover numerous genre's and be set in any number of time periods and locations and so I'll need to look at creating a range of images depicting some of the different possibilities. I will be concentrating on spaces and level design as these are very important in the creation of a game and are something that I've done a lot of. I predominantly want to engage the audience as without that engagement the games will be much less enjoyable; I will try to engage the player by making the environments as real as possible, paying attention to detail and making it seem like a real place as well as being interesting and unusual enough to attract their attention. Additionally I'll need to look at creating mystery, fear and excitement as these are often used in games and I need to know how communicate these things to an audience.

My research project will feed into the main project and will concentrate on figures, I will need to draw figures very quickly and be able to produce a number of quick designs
that can be taken to finished concepts as needed. I will also need to keep the above considerations in mind, such as expressing meaning and looking at time periods and settings. Characters will also have their own considerations, such as expressions and how their personalities show in the way they move, stand, sit etc, they will need to be products of their environments and defined heavily by the spaces and areas designed in the major project; I will need to produce a lot of studies of movements, stances and expressions using life drawing and possible photographs, so that I have a large stock of images to reference.

I would typically like my work to be dark and moody, although not necessarily horror, also fantasy and science fiction are a big interest of mine and fortunately these genres tend to be ubiquitous amongst video games. Studying a number of historical time periods will be very useful in creating the kind of fantasy characters and environments and fortunately there are a number of museums, medieval fairs and events that I can visit to collect this information. Science fiction may be more difficult to collect reference for and covers a wider range of styles and depictions to; my best options is to obtain images the 20th century to present and see how they can be altered to create convincing futuristic environments. Some things I can look at are, factories and industrial buildings, art deco architecture, aircraft and other vehicles, and machinery; I can also look at current advances in technology for ideas, particularly if I decide to concentrate on science fiction. I will have to look at lighting also, whilst always important I think it's even more so when aiming for a dark, moody atmosphere.



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Mark Gibbons is an illustrator and concept artist that I first became aware of due to his illustrations in various wargaming manuals produced for Games Workshop. Whilst he became a concept artist later in his career and much of that work is of a higher quality than these images they are more relevant to my practice, the atmosphere created by the lighting and the smoky texture in the backgrounds create a great effect that very simply describes the gloomy quality of the universe he is illustrating. Despite being typical, over the top fantasy art, Gibbons has clearly put a lot of emphasis on the characters, they seem to have personalities, even the character who is fully armoured and has no visible facial features, this is likely to do with the use of body language and small props, especially in the top image with the cigar and the stick held under the smaller figures arm. In my own work I would like to replicate the dark feel of his images, I will also experiment with some cloudy background textures as these could help with the dark atmosphere as well as adding some more interest to character concepts which often have little in the way of background; I could also experiment with the use of small props to help with characterisation.



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Final Fantasy 7 is a video game, released in 1997, that centres around a group trying to stop an evil corporation using up worlds magical energy, the loss of which will kill the planet. It has a great integration of fantasy and science fiction, the magical from the world is being used as an energy resource, giving rise to many technological advancements before society is really able to adjust meaning there are quaint medieval fantasy buildings and huge industrial spaces with little in-between. The industrial spaces are massive in scale and filled with pipes, valves, girders and sheet metal walls, they're very grungy and used and seem to have been designed without a particular art or architectural movement as inspiration giving it a very bleak, utilitarian appearance. I would like to experiment with this in my own work, I think illustrating something as a purely functional space and grungy industrial area's are very interesting to me than white, clean far future environments and they're going to lend themselves more to the dark, moody look I wan to create. The manner in which the concept art for the spaces is drawn is something I would like to attempt, the high angle view is due to the game being played from that angle so attempting it myself would not only be good practice for drawing with the games viewpoints in mind but I think it would also a good way of visualising a space and getting a lot of information into one image.
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Blade Runner is an enormously influential movie, probably responsible for the entirety of modern cyberpunk movies, anime, books and video games. The lighting and tone of this movie are the exact kind of dark and moody that I want to recreate and the dingy, near future setting is something that I am interested in and comes up so much in video games it would be hard to avoid even if I wanted to. It has a a depressing, bleak quality to the setting which I think is what been carried in to so much other fiction, particularly the near future cyberpunk and post apocalyptic genres; I'm sure that all of my favourite science fiction movies and television shows could be traced back to some blade runner influence and I think my practice could benefit from some analysis of the movie. 
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I've been unable to find much information on Alex Ichim and what he's worked on, if anything, but I have to look at his digital paintings here, they have a good balance between quick and detailed, the mech image also has some very interesting textures. I will be experimenting with digital painting in photoshop with the intention of improving speed and painting ability these images give me a far better idea of what I'm aiming for, it's quite easy to see where the layers have been built up. It's hard to pin down precisely which elements I want to take from these images, the stark military theme could be something to look at, especially as, like here, it can relate to science fiction and post apocalyptic genres which I would like to experiment with.

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John Howe is a fantasy artist most well known for his designs for the Lord of the Rings and the Hobbit movies, he has a dedication to realism in his work and always tries to bring some element of it to his fantasy illustrations, particularly in medieval weapons and armour, he's able to draw many of them from life due his interest in living history/reenactment and most the drawings are based on items he or his friends own.(19) This consideration gives a level of believability to images he creates, and makes the world seem more real, if you compare with Mark Gibbons work above, with weapons and shoulder pads so large they would be if not impossible to use at least very impracticable. I much prefer fantasy to have this element of realism in it, I think fantasy can already be a stretch of peoples suspension of disbelief and while it's definitely important to keep a sense awe and astonishment in fantasy some of the more ridiculous aspects are probably better avoided.

Looking at these artists has helped define what how my Major Project will will progress, it's going to be entirely aimed toward producing a range of spaces in various themes, time periods and genres; all of which will be made concept art as needs a main consideration. I will aim toward darker imagery with dim, moody lighting to add to the effect; all of the images will be painted directly into Photoshop with consideration toward both painting skill and speed. I will base the images on specific era's and styles, to give me a lot of realistic representations to build the more outrageous and implausible fantasy and science fiction elements on top of; I will also experiment with altering some of the spaces, such as with explosions, crashes or the deterioration of time. During my research project I will also create some characters using the same approaches and designed with in the same time periods and styles, these can then be added in to the spaces to create finished illustrations.




Bibliography

  1. Johnson, Jervis, Second Edition Ork Codex, 1994
  2. Priestly, Rick, Second Edition, 1994
  3. Final Fantasy VII, Square Product Development Division 1, 1997
  4. Final Fantasy VII, Square Product Development Division 1, 1997
  5. Blade Runner, 1982
  6. Blade Runner, 1982
  7. Blade Runner, 1982
  8. Ichim, Alex, http://alex-ichim.deviantart.com/ [Accessed 28.03.14]
  9. Ichim, Alex, http://alex-ichim.deviantart.com/ [Accessed 28.03.14]
  10. Ichim, Alex, http://alex-ichim.deviantart.com/ [Accessed 28.03.14]
  11. Howe, John, Centaur Armour 1, http://www.john-howe.com/portfolio/gallery/details.php?image_id=290 [Accessed 28.03.14]
  12. Howe, John, Rider of Rohan, http://www.john-howe.com/portfolio/gallery/details.php?image_id=506 [Accessed 29.03.14]
  13. Howe, John, The Charge of the Rohirrim at Helm's Deep, http://www.john-howe.com/portfolio/gallery/details.php?image_id=3496 [Accessed 29.03.14]
  14. Howe, John, Might and Magic The Art of John How, Harper Collins Publishers 2001 pg. 137 - 139



















































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